Dungeon Floor
A modular 2 x 2 m stone floor tile, 12 cm thick, for dungeon levels: flagstones, cobbles, an iron drain grate over a dark pit, or cracked and broken slabs. Tiles placed on a 2 m grid meet edge to edge; the grate pit glows a faint sickly green at night.
- Size
- 2.0 × 0.13 × 2.0 m
- Triangles
- 132
- Kit
- Dungeon
Tune it
4 knobs: Style, Stone, Moss, Seed.
Specs
- Size
- 2.0 × 0.13 × 2.0 m width × height × depth
- Triangles
- 132 of 6,000
- Draw calls
- 1 one vertex-colour material
- Knobs
- 4 3 presets
- Night lights
- 1 ooze
Passed the validator: real scale, rests on y = 0, front faces +Z, deterministic.
Use it
Code for the specimen as it is set up above; it follows your knobs.
import { createAsset } from 'https://gaitkit.com/cdn/dungeon-floor.mjs';
const dungeonFloor = createAsset();
scene.add(dungeonFloor); // rests on y = 0, front faces +Zimport { useMemo } from 'react';
import { createAsset } from 'https://gaitkit.com/cdn/dungeon-floor.mjs';
export function DungeonFloor() {
const model = useMemo(() => createAsset(), []);
return <primitive object={model} />;
}# Import dungeon-floor.glb (download below). It is a static mesh, one material per colour.
add_child(preload("res://dungeon-floor.glb").instantiate())// Import dungeon-floor.glb with glTFast (com.unity.cloud.gltfast).
// Drop it in the scene: 1 unit = 1 metre, +Z is its front.Use the gaitkit MCP server: get_variant({ "id": "dungeon-floor", "want": "default look" })
then place the result.
# MCP endpoint
https://gaitkit.com/mcpKnobs
| Knob | Type | Values | Default | What it does |
|---|---|---|---|---|
style | choice | flagstone cobble grate cracked | flagstone | flagstone (large irregular slabs), cobble (rows of rounded setts), grate (flagstones round an iron drain grate over a dark pit), cracked (broken, tilted and missing slabs: old or trap-damaged floor). |
stone | choice | granite basalt sandstone bluestone bloodstone | granite | Stone colour: granite (neutral grey), basalt (dark), sandstone (warm tan), bluestone (cold blue-grey), bloodstone (reddish). Match it to dungeon-wall for a set. |
moss | toggle | on / off | false | Moss tufts in the joints and green-stained slabs: a damp, forgotten level. |
seed | range | 1 to 50, step 1 | 5 | Reshuffles the slab layout, shades, cracks and moss. Use different seeds on neighbouring tiles so a floor does not repeat. |
Presets: sewer drain {"style":"grate","stone":"bluestone","moss":true} · ancient tomb {"style":"cracked","stone":"sandstone","seed":9} · castle cellar {"style":"cobble","stone":"basalt"}
Files
| File | What |
|---|---|
| dungeon-floor.glb | GLB, default look · 32 KB |
| dungeon-floor.mjs | ES module, every knob live |
| dungeon-floor.obj | OBJ, static, no colour |
| dungeon-floor-params.json | knob schema, presets, night zones |
Licence
Use it in games, apps, renders and client work, commercially and without credit. Do not resell it as an asset or train a 3D generator on it. The full licence.